//using System;
//using System.Collections.Generic;
//using System.Linq;
//using Microsoft.Xna.Framework;
//using Microsoft.Xna.Framework.Audio;
//using Microsoft.Xna.Framework.Content;
//using Microsoft.Xna.Framework.GamerServices;
//using Microsoft.Xna.Framework.Graphics;
//using Microsoft.Xna.Framework.Input;
//using Microsoft.Xna.Framework.Media;
//using Microsoft.Xna.Framework.Net;
//using Microsoft.Xna.Framework.Storage;

//namespace Map_Editor
//{
//    /// <summary>
//    /// This is the main type for your game
//    /// </summary>
//    public class Game1 : Microsoft.Xna.Framework.Game
//    {
//        GraphicsDeviceManager graphics;
//        SpriteBatch spriteBatch;

//        public Game1()
//        {
//            graphics = new GraphicsDeviceManager(this);
//            Content.RootDirectory = "Content";
//            Components.Add(new Editor(this));
//        }

//        /// <summary>
//        /// Allows the game to perform any initialization it needs to before starting to run.
//        /// This is where it can query for any required services and load any non-graphic
//        /// related content.  Calling base.Initialize will enumerate through any components
//        /// and initialize them as well.
//        /// </summary>
//        protected override void Initialize()
//        {
//            IsMouseVisible = true;
//            base.Initialize();
//        }

//        /// <summary>
//        /// LoadContent will be called once per game and is the place to load
//        /// all of your content.
//        /// </summary>
//        protected override void LoadContent()
//        {
//            // Create a new SpriteBatch, which can be used to draw textures.
//            spriteBatch = new SpriteBatch(GraphicsDevice);

//        }

//        /// <summary>
//        /// UnloadContent will be called once per game and is the place to unload
//        /// all content.
//        /// </summary>
//        protected override void UnloadContent()
//        {
            
//        }

//        /// <summary>
//        /// Allows the game to run logic such as updating the world,
//        /// checking for collisions, gathering input, and playing audio.
//        /// </summary>
//        /// <param name="gameTime">Provides a snapshot of timing values.</param>
//        protected override void Update(GameTime gameTime)
//        {


//            base.Update(gameTime);
//        }

//        /// <summary>
//        /// This is called when the game should draw itself.
//        /// </summary>
//        /// <param name="gameTime">Provides a snapshot of timing values.</param>
//        protected override void Draw(GameTime gameTime)
//        {
//            GraphicsDevice.Clear(Color.Black);           

//            base.Draw(gameTime);
//        }
//    }
//}
